Graphics Architecture
Thursday, 9 August
8:30 - 10:15 am
Room 6CF
Session Chair/Discussant: Greg Humphreys, University of Virginia
Fast Triangle Reordering for Vertex Locality and Reduced Overdraw
Extremely efficient, novel algorithms that reorder triangles for post-transform vertex cache efficiency view-independent overdraw reduction, suitable for use in run-time.Pedro Sander
Hong Kong University of Science and Technology
Diego Nehab
Princeton University
Joshua Barczak
Advanced Micro Devices, Inc.
A Hardware Architecture for Surface Splatting
This architecture for hardware-accelerated rendering of point primitives implements a refined version of EWA splatting and allows for integration into conventional graphics pipelines to complement triangle-based rendering.Tim Weyrich
ETH Zürich and Princeton University
Simon Heinzle
ETH Zürich
Timo Aila
Helsinki University of Technology and NVIDIA Research
Daniel B. Fasnacht
Stephan Oetiker
Mario Botsch
Daniel Fasnacht
Cyril Flaig
Simon Mall
Kaspar Rohrer
Norbert Felber
Hubert Kaeslin
Markus Gross
ETH Zürich
Direct Manipulation of Subdivision Surfaces on GPUs
An algorithm for real-time deformation of subdivision surfaces, including displaced subdivision surfaces and subdivision surfaces with geometric textures.Kun Zhou
Xin Huang
Weiwei Xu
Baining Guo
Heung-Yeung Shum
Microsoft Research Asia
PCU: The Programmable Culling Unit
The programmable culling unit is as flexible as the fragment program unit and capable of rapidly culling entire blocks of fragments.Jon Hasselgren
Tomas Akenine-Möller
Lund University
